#21
Posted 04 January 2016 - 12:41 PM
Reddit und Twitter sagen es so. Ist also die Wahrheit
#22
Posted 04 January 2016 - 01:09 PM
Aber schön, conquest darauf ist spaßig und den Rest könnte man mit... neuen Spawnpunkten evtl. auch verbessern.
btw, ich habe auf Alpine bisher 13 Mal L11 verteidigt und habe mit der Taktik eine 100%-ige Siegesserie. Probierts mal aus, die Gegner-Pugs kommen null drauf klar.
#23
Posted 04 January 2016 - 04:12 PM
Quote
#24
Posted 04 January 2016 - 05:01 PM
Schön, dass sie an der Map doch noch was verbessern wollen und sie auch im Spiel bleibt!
#25
Posted 05 January 2016 - 08:41 AM
#26
Posted 05 January 2016 - 10:36 AM
#27
Posted 13 January 2016 - 10:45 PM
#28
Posted 13 January 2016 - 11:30 PM
da sollen sie aber mal schön die Finger von weglassen
den einen könnten sie vielleicht ein bischen beiziehen
#29
Posted 14 January 2016 - 12:17 AM
Naja, ich lass uch mal überraschen was passiert
#30
Posted 14 January 2016 - 12:34 PM
Edited by arivio, 14 January 2016 - 12:35 PM.
#32
Posted 15 January 2016 - 01:10 AM
#33
Posted 15 January 2016 - 01:28 AM
#34
Posted 15 January 2016 - 09:16 AM
a.) Wieder den Hügel in den Mittelpunkt rücken
oder
b.) ca 50% der Karte unnütz werden lassen weil sie einfach nicht benutzt werden
#35
Posted 15 January 2016 - 08:44 PM
Edited by Kenneth Osis, 15 January 2016 - 08:45 PM.
#36
Posted 15 January 2016 - 11:20 PM
#37
Posted 16 January 2016 - 02:15 AM
Damit wird das ganze schwer... viele gute Vorschläge würden nur ein Teil der Karte nutzen. Man könnte es natürlich so machen, dass in jedem Spielmodus einfach ein anderer Teil genutzt werden muss.
#38
Posted 21 January 2016 - 03:26 PM
Tina Benoit, on 21 January 2016 - 03:05 PM, said:
After having a meeting with Lead Designer Paul and Level Designer Thad, we've taken a look at all of these together, discussing the strategies and paths on each suggestion and have found that TygerLily's suggestions particularly stood out and work very well for the map.
With the slightest possible adjustments to TygerLily's placements, we will be going to implement those spawn points which you will see change; more than likely; in the next patch!
Thank you very much MechWarriors!
TygerLily, on 13 January 2016 - 10:08 PM, said:
Terrain features and initial proximity promote people moving more toward each other around the radio tower. Northern most lances are almost within immediate engagement long ranges and sensor sightlines. This initial combat/blips will help consolidate team movement to the north. Neither team is in the Southern "low ground" fighting the high ground in i9.
Conquest (Unchanged)
Fun as is, IMO. The Eastern side lances can capture Gamma, the other two lances race to consolidate and each side has two "easy" points (Eps N, Kappa S) with two contestable points to help push and pull the game (Sig, Theta).
Skirmish
Southern part of the map is like its own separate map. It has generally flat overall elevation with various hills for cover (similar to what Polar Highlands sounds like it is aiming for) which would make it a lot more fun and fair for the various ranges people bring.
The initial proximity will make cohesion in the south more likely with big terrain features blocking immediate access i9 for the Red Team. Blue Team also has long sightlines to attack Red if they attempt that strategy.
Also, Skirmish and Assault play similarly so having them occur on opposite sides of the map will keep the game fresh (much like what variable spawn points would accomplish).
#39
Posted 03 February 2016 - 08:09 AM
Aber ernsthaft - hat jemand schon irgendwelche Änderungen am "King of the Hill"-Prinzip bemerkt?
#40
Posted 03 February 2016 - 09:52 AM
Geht ganz gut an der Huegelkette, da wo Theta im Conqiest ist.
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